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Jump Fatigue Feedback

First post First post First post
Author
James Zimmer
Republic University
Minmatar Republic
#561 - 2016-06-07 02:59:29 UTC
BLOPS getting too powerful is my biggest concern with any local nerfs, so while I think local shouldn't be as good as it is now, I'm open to other ideas.

1. I'm not sure what to say. This is a post, started my a dev, with the express purpose of getting feedback on jump fatigue. I can only assume CCP is considering changing it.

2. Light the cyno, and 60 seconds later, ships can go through it. Covert ops cynos take less time. I'm not really committed to that time though, maybe 30 seconds, maybe 2 minutes, but somewhere in that ballpark. I don't think that would break logistics, but I could be missing something.

3. Everyone could go through the cyno, until it masses out or times out, and then immediately light another one wait 60 seconds and you're back in business, or take a risk and burn out of the cyno distance and drop another one.

4. Yep, my thoughts exactly. It may have a long cycle, but if it masses out, it ends prematurely.

5. You and I disagree there. I think local is too strong. That being said, I'm not particularly committed to the solution I gave. I could also see some utility in nerfing local like this, but then give people more tools that aren't so absolute as local with the new structures.
Sgt Ocker
What Corp is it
#562 - 2016-06-07 08:38:44 UTC
James Zimmer wrote:
BLOPS getting too powerful is my biggest concern with any local nerfs, so while I think local shouldn't be as good as it is now, I'm open to other ideas.

1. I'm not sure what to say. This is a post, started my a dev, with the express purpose of getting feedback on jump fatigue. I can only assume CCP is considering changing it.

2. Light the cyno, and 60 seconds later, ships can go through it. Covert ops cynos take less time. I'm not really committed to that time though, maybe 30 seconds, maybe 2 minutes, but somewhere in that ballpark. I don't think that would break logistics, but I could be missing something.

3. Everyone could go through the cyno, until it masses out or times out, and then immediately light another one wait 60 seconds and you're back in business, or take a risk and burn out of the cyno distance and drop another one.

4. Yep, my thoughts exactly. It may have a long cycle, but if it masses out, it ends prematurely.

5. You and I disagree there. I think local is too strong. That being said, I'm not particularly committed to the solution I gave. I could also see some utility in nerfing local like this, but then give people more tools that aren't so absolute as local with the new structures.

1. I think this thread was started, some 8 months ago, with the express purpose of letting players "think" CCP was interested in feedback towards some possible change. "IF" it is still being monitored by Devs it is from a far off distance, in the not really serious category.
(maybe dev threads should be locked after they have lost interest in them - Which judging by input from Devs, was about 7 months ago for this one. That way players wouldn't waste time giving feedback and suggestions in threads Devs no longer bother with)

2. I've lost more cyno ships doing logistics than any other ship type over all my characters and alts. In active systems you have around 20 to 30 seconds to get the cyno lit and jump to it before your cyno alt is in a pod.

3. What is to stop people just burning out to X distance and lighting 10 spread out cynos? What would be a base mass for them - 10 dreads, 5 supers, 2 titans, etc? All vary in mass, 10 Dreads is approximately the same mass as one Fax - One Thanatos or Moros is around 1.3 mil T, an Apostle is 13 mil T.

4. Again, what mass limit do you start out with? Enough for a squad of Dreads and a Fax, which can then be used to jump in twice as many Dreads instead? Quickly mass it out, light another and repeat any group wanting to jump capitals to a fight is simply going to ensure they have enough cynos to mass move all the ships they need.

5. We don't need more tools to clutter up the game, local, combat probes and Dscan work perfectly well. If you can't catch some guy in an anom and gank him with local, how are you going to do it when he doesn't show in local and your only choice is to scan the whole system?
And do remember, the less intel most players get the more risk averse they become. There is a very good reason so many don't do WH.
The game has already been redesigned enough around niche play styles, don't contribute to more change to suit a few.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Cade Windstalker
#563 - 2016-06-07 14:33:35 UTC
Sgt Ocker wrote:
1. I think this thread was started, some 8 months ago, with the express purpose of letting players "think" CCP was interested in feedback towards some possible change. "IF" it is still being monitored by Devs it is from a far off distance, in the not really serious category.
(maybe dev threads should be locked after they have lost interest in them - Which judging by input from Devs, was about 7 months ago for this one. That way players wouldn't waste time giving feedback and suggestions in threads Devs no longer bother with)


Just because the Devs aren't posting doesn't mean they aren't reading. Sometimes they just don't have anything particular to contribute to the discussion.

Sgt Ocker wrote:
The game has already been redesigned enough around niche play styles, don't contribute to more change to suit a few.


Pretty much every change in a large MMO is going to cater to some minority because the idea of a majority play-style in a game as diverse as Eve, or most other MMOs, is an illusion.

This doesn't mean that every minority group should get everything that it wants, especially when their desires conflict with those of other groups, but it does mean that dismissing a change as "catering to the minority" isn't really a valid disagreement and is essentially being used as a stand in for "don't do this because I don't like it".
Sgt Ocker
What Corp is it
#564 - 2016-06-07 22:15:19 UTC
Cade Windstalker wrote:
Sgt Ocker wrote:
1. I think this thread was started, some 8 months ago, with the express purpose of letting players "think" CCP was interested in feedback towards some possible change. "IF" it is still being monitored by Devs it is from a far off distance, in the not really serious category.
(maybe dev threads should be locked after they have lost interest in them - Which judging by input from Devs, was about 7 months ago for this one. That way players wouldn't waste time giving feedback and suggestions in threads Devs no longer bother with)


Just because the Devs aren't posting doesn't mean they aren't reading. Sometimes they just don't have anything particular to contribute to the discussion.

Sgt Ocker wrote:
The game has already been redesigned enough around niche play styles, don't contribute to more change to suit a few.


Pretty much every change in a large MMO is going to cater to some minority because the idea of a majority play-style in a game as diverse as Eve, or most other MMOs, is an illusion.

This doesn't mean that every minority group should get everything that it wants, especially when their desires conflict with those of other groups, but it does mean that dismissing a change as "catering to the minority" isn't really a valid disagreement and is essentially being used as a stand in for "don't do this because I don't like it".

Those who multi quote responses are just a pain in the **** AND in this case you are totally wrong with both your points of view.
If you can't reply with something pertinent to the conversation, without breaking it up and trying to change the context within which it was written - Don't bother responding at all..

If Devs can't contribute to a discussion - Started by them - There is no point having it to start with.
The old "we are taking notice" is just a load of BULL - There is a Seagul presentation floating around from some time ago that clearly states - Staff at CCP will keep communication open with players, since then dev activity in the forums has dropped off so much they may as well not be here at all. (r/E however seems to get daily attention from Some Devs)
If Devs are actually taking the time to follow their threads and are reading, it would take less than a minute to write a quick response - I'm up to date (or something to at least show, they are still interested)

Secondly; The post I responded to, my statement was accurate and intended as it was written (in responding to point 5.) - WH is where there is no or limited local, WH players are a "special" minority - We don't need the rest of TQ becoming more like WH space by changing how local works - to suit a minority.
Try reading what I responded to - Tell me how you would have responded to,
Quote:
5. nerfing local *snip* but then give people more tools that aren't so absolute as local with the new structures.
Most of TQ is so risk averse now it is hard to do anything, remove or even limit local - The outcome would just increase paranoia and risk aversion, for all but the minority that like that play style. Adding more tools - and the micro management that comes with them - is just not something a lot of players want.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Lugh Crow-Slave
#565 - 2016-06-08 14:34:07 UTC  |  Edited by: Lugh Crow-Slave
James Zimmer wrote:


2. Hotdropping is a bad mechanic. The tool is too good to be used for such little risk.



this is only the case in large numbers and no matter what if you get enough numbers any mechanic is going to break. Trying to balance something so it works on a large scale generally causes it to only be usable on a large scale. Hot dropping is a great mechanic and as i have stated before comes with a large amount of risk (even more so now that jump timers are a thing). They can turn fights on there head and force winning FCs to constantly be conscious of shifting to the defensive.

but one of the great things about eve is it allows for many styles and restrictions on game play. If you don't like the idea of hot drops move into WH where they don't exist.


when you say there is little risk you seem to be looking at it from the end of the person getting dropped on who knows there is no back up or counter drop but the person dropping does not know this.
James Zimmer
Republic University
Minmatar Republic
#566 - 2016-06-10 15:35:28 UTC
Sgt Ocker wrote:

1. I think this thread was started, some 8 months ago, with the express purpose of letting players "think" CCP was interested in feedback towards some possible change. "IF" it is still being monitored by Devs it is from a far off distance, in the not really serious category.
(maybe dev threads should be locked after they have lost interest in them - Which judging by input from Devs, was about 7 months ago for this one. That way players wouldn't waste time giving feedback and suggestions in threads Devs no longer bother with)

2. I've lost more cyno ships doing logistics than any other ship type over all my characters and alts. In active systems you have around 20 to 30 seconds to get the cyno lit and jump to it before your cyno alt is in a pod.

3. What is to stop people just burning out to X distance and lighting 10 spread out cynos? What would be a base mass for them - 10 dreads, 5 supers, 2 titans, etc? All vary in mass, 10 Dreads is approximately the same mass as one Fax - One Thanatos or Moros is around 1.3 mil T, an Apostle is 13 mil T.

4. Again, what mass limit do you start out with? Enough for a squad of Dreads and a Fax, which can then be used to jump in twice as many Dreads instead? Quickly mass it out, light another and repeat any group wanting to jump capitals to a fight is simply going to ensure they have enough cynos to mass move all the ships they need.

5. We don't need more tools to clutter up the game, local, combat probes and Dscan work perfectly well. If you can't catch some guy in an anom and gank him with local, how are you going to do it when he doesn't show in local and your only choice is to scan the whole system?
And do remember, the less intel most players get the more risk averse they become. There is a very good reason so many don't do WH.
The game has already been redesigned enough around niche play styles, don't contribute to more change to suit a few.


1. It may be monitored by the devs, it may not. I do know that some changes happened long after a thread had died. Either way, it's fun to chat about it IMHO.

2. Cyno ships are often lost because people select cheap ships and fit them to be expendable. After 10 seconds, they have completed their purpose, so there is no need to fit something better. If there was a reason, fits would change to meet the requirement.

3A. Nothing, if you want to burn out and light more cynos, it's a vaild option, but you increase the risk to your force by spreading everyone out where they can't get mutual support.

3B and 4. When it comes to mass, first, FAX are not significantly larger than any other capital. For example, Revelation: 1.29 bil kg, Apostle: 1.31 bil kg, Archon: 1.26 bil kg. Next, I think there should be 3 types of cynos.
-COVOPS: Can move a small-moderate sized fleet of COVOPS BSs.
-T1: Easy to fit. Can move a small fleet of capitals. No single jump mass limit, and you can always jump through if you have any mass left, so you could jump a Titan through a T1 cyno if you wanted to.
-T2: Fits on capitals. Same as T1, but it has a longer warm-up period and can move up to a small-moderate sized fleet of supers.

Yes, you can jump stuff in, mass it out, light a new cyno, jump more in etc. The limit to projection will be from waiting for your cynos to be jumpable. Moving a big fleet will look something like this: Super-tanked Maller lights T1 cyno, 60 second delay, 2 dreads and a FAX jump in, cyno collapses, dread lights T2 cyno, 120 second delay, 2 supercarriers and 2 titans jump in. cyno masses out, 2nd dread (to spread out the fuel load) lights T2 cyno, 120 second delay, 4 carriers and 2 supercarrier jump in. Even for this rather moderate-sized force, it took 5 minutes to move them 1 jump. It will also scale with size, so while this took 5 minutes, if you wanted to blob with supers it will take much longer.

5. I can d-scan down a small system in a couple of minutes, or determine that there are no valid targets by simply glancing at my d-scan (which refreshes automatically when entering a new system). For now, they could be in a POS, but that's going away. For larger systems, you'll have to warp around a bit, but it won't take an inordinate amount of time. People generally don't catch people because when ratters/miners see a nuet enter local they dock up. I can't tell you how many wrecks I've seen while shotgunning into a system to look for ratters. We found the right spots, but the ratters were long gone.

I don't think it will break the game to give a defensive player another tool, or maybe better versions of the tools they already have to defend themselves in localless space. Maybe the new observatories can fit a probe launcher that can lanch 32 probes, with auto-cycling scans with a short delay (I.E. Scan, wait 5 seconds, scan) and you can send them out in little defensive spheres around friendly ratters, or maybe they can enhance a ship's D-scan, so it can detect a cloaking signature within a few AU, but can't determine more.
Sonya Corvinus
Grant Village
#567 - 2016-06-10 16:17:23 UTC
James Zimmer wrote:
1. It may be monitored by the devs, it may not. I do know that some changes happened long after a thread had died. Either way, it's fun to chat about it IMHO.


Putting myself in the dev's shoes (as someone who works in software development for a living) I would think posting in threads like this is dangerous. If a dev casually comments that someone had a good idea, players then re-quote that comment over and over as proof that the idea will actually be implemented in game.

I think its safer for devs just to read and not post anything until its already in the development pipeline.
Sgt Ocker
What Corp is it
#568 - 2016-06-10 23:47:14 UTC
Sonya Corvinus wrote:
James Zimmer wrote:
1. It may be monitored by the devs, it may not. I do know that some changes happened long after a thread had died. Either way, it's fun to chat about it IMHO.


Putting myself in the dev's shoes (as someone who works in software development for a living) I would think posting in threads like this is dangerous. If a dev casually comments that someone had a good idea, players then re-quote that comment over and over as proof that the idea will actually be implemented in game.

I think its safer for devs just to read and not post anything until its already in the development pipeline.

Bringing the original post back into perspective - No-one asked anyone to say "He/She" has a good idea.

If anyone working in software development, 1st believe their input is dangerous, 2nd can't respond without hinting at committing to something - They really have no place in dealing with the community they develop for and should not create threads.

One simple post (after 8 months) - "We are still interested in what you have to say" - Doesn't commit anyone to anything but does show the community they aren't just talking to themselves.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Sgt Ocker
What Corp is it
#569 - 2016-06-11 01:26:15 UTC
James Zimmer wrote:


1. It may be monitored by the devs, it may not. I do know that some changes happened long after a thread had died. Either way, it's fun to chat about it IMHO.

2. Cyno ships are often lost because people select cheap ships and fit them to be expendable. After 10 seconds, they have completed their purpose, so there is no need to fit something better. If there was a reason, fits would change to meet the requirement.

3A. Nothing, if you want to burn out and light more cynos, it's a vaild option, but you increase the risk to your force by spreading everyone out where they can't get mutual support.

3B and 4. When it comes to mass, first, FAX are not significantly larger than any other capital. For example, Revelation: 1.29 bil kg, Apostle: 1.31 bil kg, Archon: 1.26 bil kg. Next, I think there should be 3 types of cynos.
-COVOPS: Can move a small-moderate sized fleet of COVOPS BSs.
-T1: Easy to fit. Can move a small fleet of capitals. No single jump mass limit, and you can always jump through if you have any mass left, so you could jump a Titan through a T1 cyno if you wanted to.
-T2: Fits on capitals. Same as T1, but it has a longer warm-up period and can move up to a small-moderate sized fleet of supers.

Yes, you can jump stuff in, mass it out, light a new cyno, jump more in etc. The limit to projection will be from waiting for your cynos to be jumpable. Moving a big fleet will look something like this: Super-tanked Maller lights T1 cyno, 60 second delay, 2 dreads and a FAX jump in, cyno collapses, dread lights T2 cyno, 120 second delay, 2 supercarriers and 2 titans jump in. cyno masses out, 2nd dread (to spread out the fuel load) lights T2 cyno, 120 second delay, 4 carriers and 2 supercarrier jump in. Even for this rather moderate-sized force, it took 5 minutes to move them 1 jump. It will also scale with size, so while this took 5 minutes, if you wanted to blob with supers it will take much longer.

5. I can d-scan down a small system in a couple of minutes, or determine that there are no valid targets by simply glancing at my d-scan (which refreshes automatically when entering a new system). For now, they could be in a POS, but that's going away. For larger systems, you'll have to warp around a bit, but it won't take an inordinate amount of time. People generally don't catch people because when ratters/miners see a nuet enter local they dock up. I can't tell you how many wrecks I've seen while shotgunning into a system to look for ratters. We found the right spots, but the ratters were long gone.

I don't think it will break the game to give a defensive player another tool, or maybe better versions of the tools they already have to defend themselves in localless space. Maybe the new observatories can fit a probe launcher that can lanch 32 probes, with auto-cycling scans with a short delay (I.E. Scan, wait 5 seconds, scan) and you can send them out in little defensive spheres around friendly ratters, or maybe they can enhance a ship's D-scan, so it can detect a cloaking signature within a few AU, but can't determine more.

1. Yes it is but still a simple response from the dev team would not go astray. Fatigue mechanics as they currently are have broken capital game play, they need revising.

2. For me, no they wouldn't - I'm not spending billions of isk to train up cyno alts to fly a ship they only use once or twice a week - I'd sell my JF. And be left with potentially 4 more accounts I no longer need to pay subscriptions for.
If I keep it - the group I haul for would have increased logistics costs because lets face it - If I have to spend billions of isk to continue to provide a group with logistics, I'm passing that cost onto them.
I know CCP think everyone who plays eve has too much isk, so everything must cost more - But this is just not true.

3. Yes, Sorry I somehow saw 13 bil instead of 1.3. (it was 3am and I must have been more tired than I felt, lol)

3/4. Covert cyno - What would you consider "a small to moderate" fleet? For me, a small gang of blops is 10 to 12 (battleships), moderate would be around 15 to 20 blops with a few bombers and support ships for additional dps and application (for 1 or 2 targets).
But then we have occasion to jump 30 or 40 blops + support (fax, carriers, dreads) into a larger engagement. Which by Eve standards of N+1 for everything, is still a relatively small fleet.

What you are doing by adding an activation delay to cyno use, is ensuring the fleet that is in system first, wins the fight. All they need to do is kill cyno ships during the activation period.

T1 cyno - Super tanked Maller lights up with a 60 second activation timer - Enemy warps to Maller, it dies very quickly to half a dozen Machs. Fight is over before it starts.
Maybe Maller survives long enough and jumps in 2 dreads and a Fax; T2 cyno, 120 second delay - Enemy already has capitals on grid - Your fax is dead and possibly one of the dreads as well before the cyno can be used to bring in support. 2 minutes doesn't sound like a long time but when your alone taking enemy fire - It is an eternity.


5. So how is limiting what you see in local going to help this scenario? You "shotgun" into a system, they see you in local (as you've just entered you are visible). Local in K space doesn't need changing. Making it in any way easier to gank anom runners is not something that is needed. You want to roam nulsec in a small gang (or whatever) to gank solo anom or mission runners, you take the good with the bad - If they are paying attention you don't get to gank them - If there not, you get an easy kill with little to no risk.

Using capitals in this new "everything is disposable" meta, means you need to get as many on field as you can muster as quickly as possible. Delaying how quickly you can jump, only gives the group already in system a guaranteed win..

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Lugh Crow-Slave
#570 - 2016-06-18 04:08:29 UTC
Sonya Corvinus wrote:
James Zimmer wrote:
1. It may be monitored by the devs, it may not. I do know that some changes happened long after a thread had died. Either way, it's fun to chat about it IMHO.


Putting myself in the dev's shoes (as someone who works in software development for a living) I would think posting in threads like this is dangerous. If a dev casually comments that someone had a good idea, players then re-quote that comment over and over as proof that the idea will actually be implemented in game.

I think its safer for devs just to read and not post anything until its already in the development pipeline.



... yet they chat it up on redditRoll

Freelancer117
So you want to be a Hero
#571 - 2016-07-20 14:37:06 UTC
Is CCP uberhaupt still committed to update or change the Jump Fatigue mechanics Question

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Sgt Ocker
What Corp is it
#572 - 2016-07-20 22:29:21 UTC
Freelancer117 wrote:
Is CCP uberhaupt still committed to update or change the Jump Fatigue mechanics Question

11 months with no word from Devs - I'd say this thread was a good distraction but there was never any intention of it leading to change.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Malcanis
Vanishing Point.
The Initiative.
#573 - 2016-07-21 03:52:39 UTC  |  Edited by: Malcanis
Sgt Ocker wrote:
Freelancer117 wrote:
Is CCP uberhaupt still committed to update or change the Jump Fatigue mechanics Question

11 months with no word from Devs - I'd say this thread was a good distraction but there was never any intention of it leading to change.



Most likely because it has accomplished what it was supposed to, and the doomsday predictions were not fulfilled. Even noted grump Sgt Ocker stayed subbed and didn't even leave sovereign nullsec.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Sgt Ocker
What Corp is it
#574 - 2016-07-26 22:13:31 UTC
Malcanis wrote:
Sgt Ocker wrote:
Freelancer117 wrote:
Is CCP uberhaupt still committed to update or change the Jump Fatigue mechanics Question

11 months with no word from Devs - I'd say this thread was a good distraction but there was never any intention of it leading to change.



Most likely because it has accomplished what it was supposed to, and the doomsday predictions were not fulfilled. Even noted grump Sgt Ocker stayed subbed and didn't even leave sovereign nullsec.

Sgt Ocker stayed subbed By Accident - I forgot to go back to account management and cancel "auto pay" so CCP got money for jam.
Yes this thread did achieve exactly what it set out to - Nothing - I said as much above.
"Doomsday predictions" - There weren't any in this thread but you can read it how you like. Fatigue and jump ranges are still limiting capital content to the odd blobfest.
Even without watch lists more supers die travel fit than they do in combat - SO, jump fatigue and limited ranges must be working, after all PVP in Eve is all about, he who can field the most wins.

And Malcanass; Please - don't presume, it just makes you look foolish. (sgt ocker is a forum alt, hasn't been active in "sovereign space" since the early weeks of the MBC - It was during that short time, back in blob fleets, I knew sov warfare wasn't for me)
Interesting side note - You did leave "Sov space" where as, I just logged off there (after the last 5 to 1 gankfest I could be bothered attending).

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Denavit
The Scope
Gallente Federation
#575 - 2016-08-11 19:49:55 UTC
Jayne Fillon wrote:
First!

To answer your questions:

  1. Jump ranges are fine, they could be better, but they're okay. Keep capital/supercapital range equal.
  2. Jump fatigue needs to be capped at 120 hours so that Fatigue is ALWAYS gone by the next weekend
  3. Fatigue should remain character based, or people are just going to buy ships in duplicate and that's dumb.
  4. You should have a reduction in fatigue when returning to your capital system or point of origin.
  5. Jump fatigue should NOT affect combat effectiveness. At all. Ever.
  6. Move mode is a bandaid fix that isn't needed if the base mechanics themselves still allow enjoyable gameplay.
  7. Do not allow rigs or modules to reduce jump fatigue, but drugs would be okay if done right (w/ penalties etc).
  8. Local content means that I can fight in adjacent regions as much as I want, but not fight someone across the map.


Other suggestions:

  • Make the use of jump bridges have a flat 90% reduction in fatigue when used, regardless of ship type.
  • Give black ops battleships a reduction to jump fatigue.
  • Give other ways for players in deep nullsec to reach empire without having to blue everyone in between.
  • More suggestions as I think of them....


that JB thing is a great idea.
Cade Windstalker
#576 - 2016-08-12 13:25:52 UTC
Sgt Ocker wrote:
"Doomsday predictions" - There weren't any in this thread but you can read it how you like. Fatigue and jump ranges are still limiting capital content to the odd blobfest.


This much at least is provably false.

Capitals are killing and dying more now than they were before jump fatigue. Jump Fatigue is hardly strangling capital content, if anything it's allowing people to use caps more not less.
Lugh Crow-Slave
#577 - 2016-08-20 06:08:28 UTC
Jayne Fillon wrote:
First!

  • Give other ways for players in deep nullsec to reach empire without having to blue everyone in between.
  • [/list]


    you mean like WHs


    oh yeah null bears got upset that scary monsters came out and ruined their ratting so they asked ccp to lower the spawn rate.
    elitatwo
    Zansha Expansion
    #578 - 2016-08-20 10:41:39 UTC
    Cade Windstalker wrote:
    Sgt Ocker wrote:
    "Doomsday predictions" - There weren't any in this thread but you can read it how you like. Fatigue and jump ranges are still limiting capital content to the odd blobfest.


    This much at least is provably false.

    Capitals are killing and dying more now than they were before jump fatigue. Jump Fatigue is hardly strangling capital content, if anything it's allowing people to use caps more not less.


    The lower base ehp has probably nothing to do with that..

    Eve Minions is recruiting.

    This is the law of ship progression!

    Aura sound-clips: Aura forever

    Lugh Crow-Slave
    #579 - 2016-08-20 11:07:27 UTC  |  Edited by: Lugh Crow-Slave
    elitatwo wrote:
    Cade Windstalker wrote:
    Sgt Ocker wrote:
    "Doomsday predictions" - There weren't any in this thread but you can read it how you like. Fatigue and jump ranges are still limiting capital content to the odd blobfest.


    This much at least is provably false.

    Capitals are killing and dying more now than they were before jump fatigue. Jump Fatigue is hardly strangling capital content, if anything it's allowing people to use caps more not less.


    The lower base ehp has probably nothing to do with that..



    but they were dying more often even before that


    us guys in low can use or crap now w/o worrying PL will be there before our cyno even expires
    FT Diomedes
    The Graduates
    #580 - 2016-08-21 02:37:20 UTC
    Lugh Crow-Slave wrote:
    Jayne Fillon wrote:
    First!

  • Give other ways for players in deep nullsec to reach empire without having to blue everyone in between.
  • [/list]


    you mean like WHs


    oh yeah null bears got upset that scary monsters came out and ruined their ratting so they asked ccp to lower the spawn rate.


    If I could rollback only one change from the past couple of years, it would not be jump fatigue - it would be the nerf to null-to-null wormhole frequency and longevity.

    CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.